Difference between revisions of "Skills"

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| Description
 
| Description
 
|-
 
|-
| Craft/Artifice
+
| '''Craft/Artifice'''
 
| Your skill in using and understanding the mysteries of artifice.
 
| Your skill in using and understanding the mysteries of artifice.
 
|-
 
|-
| Knowledge/Military Theory
+
| '''Knowledge/Military Theory'''
 
| Knowledge of military tactics and the ways of war.
 
| Knowledge of military tactics and the ways of war.
 
|-
 
|-
| Profession/Airman
+
| '''Profession/Airman'''
 
| Knowledge of and a history of working with airships.
 
| Knowledge of and a history of working with airships.
 
|-
 
|-
| Craft/Gunsmithing
+
| '''Craft/Gunsmithing'''
 
| Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
 
| Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
: Check: A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.
+
: ''Check:'' A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.
 
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Revision as of 23:58, 28 December 2011

Core

To view the list of skills in Pathfinder Core, please see the Skills section of the PRD.


House

House Skills
Skill Description
Craft/Artifice Your skill in using and understanding the mysteries of artifice.
Knowledge/Military Theory Knowledge of military tactics and the ways of war.
Profession/Airman Knowledge of and a history of working with airships.
Craft/Gunsmithing Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
Check: A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.